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Added CheckReplacee.
- Allows defining of what actor is replacing another for information. - If multiple arachnotrons, a modder can attribute them as being a replacer of Arachnotron itself, allowing A_BossDeath and GetReplacee to work with it.
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4 changed files with 56 additions and 1 deletions
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@ -535,6 +535,14 @@ bool E_CheckReplacement( PClassActor *replacee, PClassActor **replacement )
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return final;
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return final;
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}
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}
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bool E_CheckReplacee(PClassActor **replacee, PClassActor *replacement)
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{
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bool final = false;
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for (DStaticEventHandler *handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->CheckReplacee(replacee, replacement, &final);
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return final;
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}
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void E_NewGame(EventHandlerType handlerType)
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void E_NewGame(EventHandlerType handlerType)
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{
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{
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bool isStatic = handlerType == EventHandlerType::Global;
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bool isStatic = handlerType == EventHandlerType::Global;
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@ -626,6 +634,10 @@ DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacee)
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DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacement)
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DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacement)
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DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, IsFinal)
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DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, IsFinal)
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DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, Replacee)
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DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, Replacement)
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DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, IsFinal)
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DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder)
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DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder)
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{
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{
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PARAM_SELF_PROLOGUE(DStaticEventHandler);
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PARAM_SELF_PROLOGUE(DStaticEventHandler);
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@ -1192,6 +1204,21 @@ void DStaticEventHandler::CheckReplacement( PClassActor *replacee, PClassActor *
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}
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}
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}
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}
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void DStaticEventHandler::CheckReplacee(PClassActor **replacee, PClassActor *replacement, bool *final)
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{
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IFVIRTUAL(DStaticEventHandler, CheckReplacee)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (isEmpty(func)) return;
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FReplacedEvent e = { *replacee, replacement, *final };
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VMValue params[2] = { (DStaticEventHandler*)this, &e };
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VMCall(func, params, 2, nullptr, 0);
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if (e.Replacee != replacement) // prevent infinite recursion
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*replacee = e.Replacee;
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*final = e.IsFinal;
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}
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}
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void DStaticEventHandler::NewGame()
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void DStaticEventHandler::NewGame()
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{
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{
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IFVIRTUAL(DStaticEventHandler, NewGame)
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IFVIRTUAL(DStaticEventHandler, NewGame)
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10
src/events.h
10
src/events.h
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@ -81,6 +81,8 @@ void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manu
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// called when looking up the replacement for an actor class
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// called when looking up the replacement for an actor class
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bool E_CheckReplacement(PClassActor* replacee, PClassActor** replacement);
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bool E_CheckReplacement(PClassActor* replacee, PClassActor** replacement);
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// called when looking up the replaced for an actor class
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bool E_CheckReplacee(PClassActor** replacee, PClassActor* replacement);
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// called on new game
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// called on new game
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void E_NewGame(EventHandlerType handlerType);
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void E_NewGame(EventHandlerType handlerType);
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@ -187,6 +189,7 @@ public:
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//
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//
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void CheckReplacement(PClassActor* replacee, PClassActor** replacement, bool* final);
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void CheckReplacement(PClassActor* replacee, PClassActor** replacement, bool* final);
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void CheckReplacee(PClassActor** replacee, PClassActor* replacement, bool* final);
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//
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//
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void NewGame();
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void NewGame();
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@ -301,4 +304,11 @@ struct FReplaceEvent
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bool IsFinal;
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bool IsFinal;
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};
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};
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struct FReplacedEvent
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{
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PClassActor* Replacee;
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PClassActor* Replacement;
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bool IsFinal;
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};
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#endif
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#endif
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10
src/info.cpp
10
src/info.cpp
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@ -593,6 +593,16 @@ PClassActor *PClassActor::GetReplacee(bool lookskill)
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}
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}
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}
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}
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PClassActor *savedrep = ActorInfo()->Replacee;
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PClassActor *savedrep = ActorInfo()->Replacee;
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// [MC] Same code as CheckReplacement but turned around so modders can indicate
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// what monsters spawn from which entity. I.e. instead of a randomspawner
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// showing up, one can assign an Arachnotron as the one being replaced
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// so functions like CheckReplacee and A_BossDeath can actually work, given
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// modders set it up that way.
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if (E_CheckReplacee(&savedrep, this))
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{
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// [MK] the replacement is final, so don't continue with the chain
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return savedrep ? savedrep : this;
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}
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if (savedrep == nullptr && (!lookskill || skillrepname == NAME_None))
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if (savedrep == nullptr && (!lookskill || skillrepname == NAME_None))
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{
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{
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return this;
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return this;
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@ -300,6 +300,13 @@ struct ReplaceEvent native version("2.4")
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native bool IsFinal;
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native bool IsFinal;
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}
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}
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struct ReplacedEvent native version("3.7")
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{
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native Class<Actor> Replacee;
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native readonly Class<Actor> Replacement;
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native bool IsFinal;
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}
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class StaticEventHandler : Object native play version("2.4")
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class StaticEventHandler : Object native play version("2.4")
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{
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{
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// static event handlers CAN register other static event handlers.
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// static event handlers CAN register other static event handlers.
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@ -312,7 +319,7 @@ class StaticEventHandler : Object native play version("2.4")
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virtual void OnUnregister() {}
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virtual void OnUnregister() {}
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// actual handlers are here
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// actual handlers are here
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virtual void WorldLoaded(WorldEvent e) {}
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virtual void WorldLoaded(WorldEvent e) {}
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virtual void WorldUnloaded(WorldEvent e) {}
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virtual void WorldUnloaded(WorldEvent e) {}
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virtual void WorldThingSpawned(WorldEvent e) {}
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virtual void WorldThingSpawned(WorldEvent e) {}
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virtual void WorldThingDied(WorldEvent e) {}
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virtual void WorldThingDied(WorldEvent e) {}
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@ -348,6 +355,7 @@ virtual void WorldLoaded(WorldEvent e) {}
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//
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//
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virtual void CheckReplacement(ReplaceEvent e) {}
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virtual void CheckReplacement(ReplaceEvent e) {}
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virtual void CheckReplacee(ReplacedEvent e) {}
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//
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//
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virtual void NewGame() {}
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virtual void NewGame() {}
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